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Posted By Pursuiter On 31-05-2007 | Views: 1,664 Replies: 2
First of all check your normals by going under Display >> Polygon display >> Long Normals (or medium/short whatever you want). If you see a normal that needs to be reversed select the face/-s and go...
Posted By Pursuiter On 04-05-2007 | Views: 1,326 Replies: 7
You have to be in object mode to be able to save out your uv layout.
Posted By Pursuiter On 06-09-2006 | Views: 2,181 Replies: 10
You could use the append to polygon tool instead aswell. It'll do exactly the same thing that you want to do, with the difference that you have to create each polygon "bridge" individually.
Posted By Pursuiter On 06-09-2006 | Views: 1,541 Replies: 4
Press F9. This will take you into vertex component mode and you wont go out of it by clicking in the wrong place. This works for several modes being:

F9 - Vertices
F10 - Edges
F11 - Faces

And...
Posted By Pursuiter On 31-08-2006 | Views: 2,181 Replies: 10
To me it sounds like the normals of the two faces are facing opposite ways. To check this select your model and go to "Display >> Polygon Component >> Normals". The points sticking out of each face...
Posted By Pursuiter On 25-08-2006 | Views: 1,405 Replies: 5
The UV Texture Editor is for Polygon objects. What you have is a nurbs object (unless you've changed the options for revolve).

If you really want to use the UV texure editor you could convert your...
Posted By Pursuiter On 13-08-2006 | Views: 9,597 Replies: 2
You have to extract the faces you want to separate first. The extract command is under the "Edit Polygons" menu. Before you do this make sure you have "Keep faces together" on.
Posted By Pursuiter On 13-08-2006 | Views: 1,371 Replies: 5
Make sure that the name format is set to "name.#.ext".
Posted By Pursuiter On 03-07-2006 | Views: 1,357 Replies: 11
Lt Jim: You can use FCheck (found in the startmenu together with Maya) to batch convert all of your images. Open your animation in there and then save it using another format such as jpeg. For future...
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